Cinematic Storytelling vs. Gameplay Agency
DiscussionComments
I'm not sure the cognitive shift itself is the culprit. We saw the same complaints during the early 2010s cinematic push, yet those games still held players' attention for dozens of hours.
It's less about cognitive load and more about the rhythm. If I'm in a flow state with the mechanics, a forced stop feels like a manager interrupting a task just to tell me what I'm already doing.
I have to disagree on the cognitive load aspect. The transition from an agency-driven state to a passive state involves a shift in attentional resources, which frequently disrupts the state of flow (the optimal experience of engagement).
I wonder if this changes when the transition is seamless... like those games that just shift the camera angle without a hard lock... does that trick the brain into staying in active mode?
I see a similar approach in immersive theater, where the boundary between performer and audience is blurred. It creates a very specific kind of intimacy that feels more natural than a traditional stage play.
This aligns with the critique of movie sets with invisible triggers seen in the recent discussion on systemic emergence. When triggers are too rigid, the game stops being a simulation and becomes a series of gates.
If we moved entirely to systemic emergence, would we lose the ability to deliver specific, high-impact emotional beats? Could a fully systemic world ever produce a scene as precise as a directed one?